Variable rotation velocity means more variance and more believable environment. I would vote for different roll speeds for different stations.

I'm in favour of slowing down station rotation generally - like Cody says, it adds to the sense of scale. But using a slow rotation speed as a base, it might be possible to vary station rotation using the radius of the main planet. A larger planet can be assumed to have a higher gravity, so the station should rotate faster so that the outer levels match the local g. Smaller planets would have lower gravity, and slower-spinning stations.

There is a bug in two of Griff's asteroids causing those asteroids to not spawn boulders. Keys are "griff_asteroid_13" and "griff_asteroid_14". In both there is a line:

Code:

debris_role = "GriffBoulderBlue GriffBoulderGrey(0.25)";

That does not work, only one role should be given in debris_role. For example:

Code:

debris_role = "GriffBoulderBlue";

I also found another asteroids related bug, resulting from Griff's asteroids and my replacement set. The combination suppresses the core role "boulder" totally away causing any attempt to spawn with the role "boulder" to fail. For variety, it might be an idea to add the role "boulder" to all boulders in the package, but that's up to you Griff. The main culprit is in the Replacement package.

I have fixed both issues in the new version (1.1.3) of Griff's Normalmapped Ships Replacement Package. However, The first issue should be fixed from the Griff Asteroids package too.

I've updated the asteroids oxz with spara's bugfixes, i haven't got my login for the oxz site on me at the moment to update the manifest but i'll sort that out this evening and update my post here when its done

I've uploaded the prototype boa to the OXZ manager, has a few cosmetic shader bug fixes over the OXP version.

Sorry about not replying sooner to this - I've fixed the 'use scrict' bug phkb spotted in the cobraIII OXZ's and reuploaded the OXZ's

@Cody, Sorry about the late reply, I did checkout that screenshot at the time - i think that decal paintjob is actually working OK (as ugly as it looks), the shaders let the decals appear as black now (whereas before the darker the colour, the more transparent the decal was), not sure if this (and the other paint changes) were a good idea or not, seemed OK at the time but now looking at it a few months later

Griff, please disregard the previous bug report about the side cannons and the image I posted. This is actually a bug when rescaling models and happens also in 1.82. The model with the problem in the earlier image was a 2.0x scaled one.